使用 JavaScript能使本网站更好的工作。
首页
探索
关于Plastic
登录
unity-tech-cn
/
ScriptableRenderPipeline
关注
29
点赞
0
派生
3
代码
合并请求
版本发布
您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
170
提交
85
分支
28
Plastic标签
C#
71%
HLSL
21.7%
ShaderLab
5.1%
GLSL
2.1%
目录树:
f71d11d3
/main
/scriptablerenderloop-materialgraph
/batch_rendering
/vr_sandbox
/Branch_Batching2
/mikko-renderpass
/fptl_cleanup
/vr_fptl_sandbox
/Branch_batcher
/MobileDeferredRenderPass
/vr_api_testbed
/RenderPassXR_Sandbox
/classicDeferredMobile
/EnableVulkanAndES3
/OnTileRenderPass2
/sample_game
/culling
/OTDRP-develop
/Add-support-for-light-specular-color-tint
/stochastic_alpha_test
/Yibing-Project-2
/xr-hdrp-rt-test
/system-shock-transitional-shader
/feature-runtimeTextureCache
/shader-library-include-paths
/asmdef
/namespace
/feature-ReflectionProbeFit
/prototype-decals
/DrawSettings
/projects-TheLastStand
/iridesence
/lw-nolightlist
/Add-physical-light-unity-support
/LightweightPipelineExperimental
/switch_support
/feature-ScreenSpaceProjection
/use-roughness
/LW-BakedIndirect
/Branch_FixObjectMotion
/srp_batcher
/LW-LightOptimizations
/Branch_ScriptableCulling
/LW-LowEnd
/feature-ReflectionProbeBaking
/Improve-shader-generator
/improve-shader-generator-data
/2018.1
/lwr-xr-shader-fixes-sandbox
/uifoldout-fix
/lw-callbacktests
/lwrp-xr-sssm-DrawProc
/lwrp-xr-tim-hacks
/ss3HDRP
/build-automation
/HDRP_SurfaceShader
/tag-1.1.0-beta
/xr-hdrp-pyramids
/lw-bias_per_cascade
/040SimpleLighting
/lw-tangentspacelightingtest
/Lux-for-HDRI
/HDRP_GraphicTests
/projects-system-shock-2018.1
/Change-cluster-Tile-to-dynamic-branch
/Reduce-shader-variant
/lw-shadow-optimization
/LW-DistortionPass
/lw-shader-optimization
/Branch_RemoveCascadeBordersInUI
/Branch_EnableLastSplitFade
/Branch_DebugExposure
/Documentation
/lw-bugfixes
/Branch_DebugExposure2
/Branch_DebugWindowFix
/lw-shadow-keyword
/backport-shader-optimization
/tag-1.1.4-preview
/StackLitWork
/tag-1.1.5-preview
/tag-1.1.6-preview
/stacklit
/StackLit2
/hdrp-staging
0.1.21
0.1.27
0.1.28
0.1.34
1.0.0-beta
1.0.1-beta
1.1.0-beta
1.1.1-preview
1.1.2-preview
1.1.4-preview
1.1.5-preview
1.1.6-preview
2018.1.0f2
SRP_0.1.25
Unity-2017.3.0b10
Unity-2017.3.0b2
Unity-2018.1.0b13
Unity-2018.1.0b2
Unity-2018.1.0b6
Unity-2018.1.0b8
unity-2017.1
unity-2017.1b5
unity-2017.2b4
unity-2017.3.0b1
unity-2018.1.0b13
unity-5.6.0b1
unity-5.6.0b10
unity-5.6.0b5
分支列表
标签列表
${ item.name }
创建分支
${ searchTerm }
从 'f71d11d3'
${ noResults }
ScriptableRenderPipeline
/
ScriptableRenderPipeline
/
HDRenderPipeline
/
Lighting
/
TilePass
文件历史
Thomas
86abc5cc
Use BuiltinRenderTextureType.None instead of a null RenderTargetIdentifier
7 年前
..
ClusteredUtils.hlsl
minor clean up for some clustered utility functions
7 年前
ClusteredUtils.hlsl.meta
HDRenderLoop: Merge FTPL Build Light List part (tile, bigtile, cluster..)
8 年前
Deferred.compute
Correctly support light classification with precomputed lighting
7 年前
Deferred.compute.meta
reintroduced compute shader version of light evaluation code
8 年前
DeferredDirectionalShadow.compute
Split directional shadow resolution in a different pass to reduce VGPR pressure during tile lighting.
7 年前
DeferredDirectionalShadow.compute.meta
Split directional shadow resolution in a different pass to reduce VGPR pressure during tile lighting.
7 年前
LightingConvexHullUtils.hlsl
minor clean up
7 年前
LightingConvexHullUtils.hlsl.meta
HDRenderLoop: Reorganize LightLoop pass, move code into SinglePass.cs
8 年前
ShaderBase.hlsl
[Format]Reformat via format.pl to match the new conventions
8 年前
ShaderBase.hlsl.meta
HDRenderLoop: Merge FTPL Build Light List part (tile, bigtile, cluster..)
8 年前
ShadowContext.hlsl
Added new define to control register usage in the shadow library.
7 年前
ShadowContext.hlsl.meta
Moved shadow related files into ShaderLibrary and common to reflect their general usage.
8 年前
ShadowDispatch.hlsl
Disabled separate sampling algorithms per cascade again.
7 年前
ShadowDispatch.hlsl.meta
Moved shadow related files into ShaderLibrary and common to reflect their general usage.
8 年前
SortingComputeUtils.hlsl
[Format]Reformat via format.pl to match the new conventions
8 年前
SortingComputeUtils.hlsl.meta
HDRenderLoop: Reorganize LightLoop pass, move code into SinglePass.cs
8 年前
TilePass.cs
Use BuiltinRenderTextureType.None instead of a null RenderTargetIdentifier
7 年前
TilePass.cs.hlsl
Added refraction, roughness refraction and transparency absorption
7 年前
TilePass.cs.hlsl.meta
HDRenderLoop: Reorganize LightLoop pass, move code into SinglePass.cs
8 年前
TilePass.cs.meta
HDRenderLoop: Push starter that doesn't compile
8 年前
TilePass.hlsl
Added refraction, roughness refraction and transparency absorption
7 年前
TilePass.hlsl.meta
HDRenderLoop: Merge FPTL - start light application
8 年前
TilePassLoop.hlsl
Added refraction, roughness refraction and transparency absorption
7 年前
TilePassLoop.hlsl.meta
HDRenderLoop: Merge FPTL - start light application
8 年前
builddispatchindirect.compute
Correctly support light classification with precomputed lighting
7 年前
builddispatchindirect.compute.meta
Moved material classification to separate pass
8 年前
cleardispatchindirect.compute
Fixed UI for Tile Debug Modes
8 年前
cleardispatchindirect.compute.meta
Fixed UI for Tile Debug Modes
8 年前
lightlistbuild-bigtile.compute
Update #includes of ShaderLibrary to new path
7 年前
lightlistbuild-bigtile.compute.meta
HDRenderLoop: Merge FTPL Build Light List part (tile, bigtile, cluster..)
8 年前
lightlistbuild-clustered.compute
minor clean up
7 年前
lightlistbuild-clustered.compute.meta
HDRenderLoop: Merge FTPL Build Light List part (tile, bigtile, cluster..)
8 年前
lightlistbuild.compute
Update #includes of ShaderLibrary to new path
7 年前
lightlistbuild.compute.meta
HDRenderLoop: Intermediate state
8 年前
materialflags.compute
Update #includes of ShaderLibrary to new path
7 年前
materialflags.compute.meta
Moved material classification to separate pass
8 年前
scrbound.compute
minor clean up
7 年前
scrbound.compute.meta
HDRenderLoop: Intermediate state
8 年前